Creator
$49 / month
40 standard server hours, about 1.3 hours a day. $1.23 per hour if fully used.
- Published games10
- Standard server hours40
- Transfer10 GiB
- Storage10 GiB
- Connection ceiling50
Managed multiplayer game server hosting
Submit your multiplayer game and in 24 hours have it online and server ready.
NetCraftGames is managed dedicated server hosting for indie multiplayer games that already work, on Unity, Unreal, Godot and the browser. You build the server; we read it, configure it, deploy it and run it.
Your game needs working multiplayer and a server program first. Pre-launch: not accepting customers yet. Why, and what has to pass first.
// example deployment manifest (shape from our integrations docs)
{
"engine": "unity-ngo",
"transport": "udp",
"os": "linux", "arch": "x64",
"command": ["/game/UnityServer.x86_64", "-batchmode"],
"ports": [{ "port": 7777, "protocol": "udp" }],
"health": { "type": "udp", "port": 7777 },
"shutdown": { "signal": "SIGTERM", "graceSeconds": 30 },
"idleSupported": true
}NetCraftGames (NCG) is a managed multiplayer game server hosting service for game developers and studios. The owner of a game, which is how we say customer, submits a game that already has working multiplayer networking. NetCraftGames reads the submission, produces the connection configuration the game's players need, deploys the server on an isolated machine and operates it.
Your customers are players. Ours are owners. Read how it works or check the fact sheet for exact limits.
Every step has a deterministic check behind it. AI helps read and explain; it never decides whether your server is safe, never touches billing and never bans a player.
Upload your Linux x64 server build, or connect an existing WebRTC adapter, and tell us your engine and transport.
A static reader that never runs your code finds ports, protocol and settings. An optional AI layer explains the findings. Deterministic checks decide pass or fail.
You receive the address, port and protocol your game client needs, in a file you can paste into your project.
Our target: your server runs on an isolated machine within 24 hours, or you get an email with the exact problem and a concrete fix.
Players connect. Servers with no players shut down by themselves after ten minutes, so you do not pay for empty servers.
The 24 hours start when a complete submission is received, and pause only while the next move is yours. See the conditions in full.
Each page below explains the real setup, the ports, and the honest gaps. No engine is certified yet; certification needs real test evidence that has not been published.
Linux Server build over KCP, Telepathy or WebSocket transports.
Setup and honest gaps →Unity NGOLinux Server build with Unity Transport over UDP.
Setup and honest gaps →Unreal EnginePackaged Linux server from a source-built engine, UDP 7777.
Setup and honest gaps →Godot ENetDedicated server export, run headless, ENet over UDP.
Setup and honest gaps →Godot WebSocketWebSocketMultiplayerPeer for web exports, behind a wss gateway.
Setup and honest gaps →Browser WSSYour own authoritative WebSocket server in Node, Python, Go or Rust.
Setup and honest gaps →Browser WebRTCRoom signaling for peer-to-peer games. No TURN relay.
Setup and honest gaps →Not listed?Tell us what you run. Lanes are only added when we can verify them, and we will say plainly if we cannot.
Ask us →Plans are monthly and built on weighted server hours, not a vague promise of unlimited. A standard server uses one hour per hour it is running; startup is free; unused base hours expire at renewal.
$49 / month
40 standard server hours, about 1.3 hours a day. $1.23 per hour if fully used.
$79 / month
80 standard server hours, about 2.7 hours a day. $0.99 per hour if fully used.
$99 / month
120 standard server hours, about 4.0 hours a day. $0.82 per hour if fully used.
The capacity boost costs $19 one time and adds 20 standard server hours and 5 GiB of transfer ($0.95 per hour). Boost balances carry forward while your subscription is active. Hosting requires an active subscription.
Prices are launch settings and nobody is being charged yet. See the full pricing explanation, including what a plan hour does and does not buy.
Trust is the product. These are the limits today, stated before you ask.
NetCraftGames is not accepting customers until its launch checks pass. Today you can join the waitlist.
Dedicated servers must be Linux x64 builds. Windows or macOS server builds are not hosted.
Browser WebRTC games get room signaling, not media relay. Restrictive networks may fail to connect peer to peer.
We do not ban players automatically or claim to stop cheating. Player reports go to a review queue.
Your game must already have working networking. We host and configure it; we do not invent multiplayer.
Every plan includes weighted server hours. Keeping a server awake spends them, and unused base hours expire at renewal.
More detail: what the AI reads and never does, what happens when a connection fails and how we compare to alternatives.
Short, practical and written for the problems that stop a multiplayer build from going live: Linux server exports, ports and firewalls, transports, idle cost and connection config.
Step by step: build a headless Linux dedicated server from Unity 6 with Build Profiles, bind it correctly, test it and pack it for hosting.
Read the guide →GuideGet a Node.js 24 WebSocket game server ready for NetCraftGames: the one command that packs it, the WebSocket path setting, socket.io and what does not work.
Read the guide →GuideA practical ports and firewall checklist for running a Mirror dedicated server on a cloud machine: KCP, Telepathy and SimpleWeb ports, binding and testing.
Read the guide →GuideGet a Python 3.12 WebSocket game server ready for NetCraftGames: the command that vendors Linux wheels, the WebSocket path setting and what does not work.
Read the guide →GuideA checklist for exporting a Godot 4 dedicated server for Linux: export mode, headless start, ENet versus WebSocket, ports, saves and packing.
Read the guide →GuideWhy paying for empty game servers is waste, how much it costs in hours, how idle shutdown works safely, and what your server must report for it to work.
Read the guide →All guides and the glossary.
NetCraftGames is a managed multiplayer game server hosting service. An owner submits a game that already has working networking; NetCraftGames reads it, produces a connection configuration, deploys it on a Linux server and operates it. The service is pre-launch and not accepting customers yet. You can join the waitlist.
No. NetCraftGames is pre-launch and is not accepting customers or charging anyone. Checkout and server provisioning stay disabled until a published list of launch checks passes. You can join the waitlist by email, and the status page says exactly what remains before the doors open.
It is designed for Unity Mirror, Unity Netcode for GameObjects, Unreal Engine replication, Godot ENet and WebSocket, and browser games using WSS or WebRTC signaling. Dedicated servers must be Linux x64 builds. No engine is certified yet, because certification requires real client and server test evidence that has not been published.
After launch, NetCraftGames aims to get a submission online within 24 hours of receiving it, or to email you the exact problem and a concrete fix. It is a processing target, not a guarantee. The clock pauses only while the next step is yours, and the remedy for a missed target will be published in the Terms.
Not for long. If your server reports player counts, it is saved and shut down after ten continuous minutes with zero players, and hosting hours stop being used. Servers that cannot report player counts must be put to sleep explicitly. Startup time is not counted against your hours.
More answers on the FAQ page.
Be first when the doors open.
NetCraftGames is not accepting customers yet. Join the waitlist by email and tell us your engine, so we can prioritise the lanes people actually use. No form, no tracking, no account.